## Problem Houses and boats (multis) were pathed correctly only by **delegation to the slow path**: `StepCache.TryGetMask` returns `Fallthrough_Multi` for any multi-covered cell, and `GetSuccessors` ran `CheckMovement` **8× per cell** (each re-resolving the tile stack via `GetStaticAndMultiTiles`) — a sustained per-step cost near every house/boat. There was also no automated test pinning multi pathfinding. This branch is the full multi-pathfinding effort in phases on one branch. ## Phase 1 — characterization tests (the oracle) Implementation-agnostic invariants: a cache-on≡cache-off whole-path invariant, a per-cell sweep vs `CheckMovement` over footprint+halo (incl. destination Z), hand-verified routing (around walls, demolish-reopens, foundation-redesign-honored), classic-house / foundation / boat fixtures, non-vacuity guards. These gate every later phase byte-for-byte. ## Phase 2 — live single-pass synthesizer `StepProbe.ComputeMultiMaskAt` synthesizes a covered cell's full 8-direction `StepMask` in one pass (the existing surface/step logic over `GetStaticAndMultiTiles` instead of 8× `CheckMovement`). `GetSuccessors` routes `Fallthrough_Multi` cells through it. No new cache, no `.swb` change. **~1.5×**, zero added allocations. ## Phase 3 / 3.1 — warm per-`multiID` interior cache (airtight) `MultiMaskCache` caches each fixed multi's local-frame `StepMask` for **interior** cells (cell + all 8 neighbours covered → terrain-neighbour-free → position-invariant), keyed by `multiID & 0x3FFF`, built lazily from the MCL. Interior cells become ~20 ns lookups. The cache is gated on a **per-instance footprint-clean flag** (`BaseMulti.PathInteriorCacheState`): an instance whose whole footprint terrain is below its floor (`maxTerrain < minFloor`) serves from the cache; a **dirty** instance (terrain intrudes — a contrived/GM placement) **degrades to live-synth, never a wrong mask**. This closes a cross-instance soundness gap (the cached mask depends on neighbour terrain too) found in a holistic review. The gate resets whenever the footprint's world-terrain relationship can change — **location, map, or ItemID** (a boat's heading swaps the MCL). **Boats are cached too.** Their per-`multiID` deck masks are movement-invariant (built once per heading), so a sailing boat never rebuilds them; only the cheap clean-flag rescan repeats per move (and only when pathed near). Narrow existing boats have little interior; wide galleons (`multi.mul`) would gain Castle-class. `HouseFoundation` (per-instance runtime `DesignState`) is the one type that stays on the live path. ## Verification - `UOContent.Tests` **454/454**, `Server.Tests` **708/708**, 0 failures. - The Phase-1 oracle (`MultiPathInvariantTests`, cache-on ≡ cache-off) stays **byte-identical** with the synthesizer + interior cache active. - Tests pin: footprint-cleanliness (clean vs sunk), dirty/cluttered placement degrades to live-synth while still pathing, clean placement serves, and the gate resets on move/ItemID change. ## Performance (modernuo/ModernUO-Benchmarks#8, full-fixture) Houses at **Green Acres** (flat staff region → clean footprints, the legit-placement case): | Route | Slow path | Phase 3.1 (interior cache) | Speedup | |-------|----------:|---------------------------:|--------:| | `around_a` (29 steps) | 238.3 µs | **49.1 µs** | **4.85×** | | `around_b` (29 steps) | 224.3 µs | **49.5 µs** | **4.53×** | ~130 of ~167 multi cells/route serve from the cache (~20 ns) vs 37 live-synth. Per-cell, the slow path's 8× `CheckMovement` grows with multi complexity (GuildHouse ~857 ns → Castle ~1,194 ns), the synthesizer is a flat ~780 ns, and the cache serve is ~20 ns — so big/tall multis (and wide galleons) gain most. Identical allocations throughout.
525 lines
18 KiB
C#
525 lines
18 KiB
C#
using System;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Computes static-only walkability for a single cell — the per-cell, per-direction
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/// "can step" mask and destination Z, based purely on land + statics.mul tiles (NOT
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/// multis). Mirrors <see cref="MovementImpl"/>.Check minus the item and mobile collision
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/// phases. Multis (houses, boats) are intentionally excluded: they're dynamic content, so
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/// cells they cover route to the live movement path via <see cref="StepCache"/>'s
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/// multi-halo fallthrough rather than being baked into the static chunk cache.
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/// </summary>
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/// <remarks>
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/// Bakes two rule sets per cell: walker (canSwim=false, cantWalk=false) and swim-only
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/// (canSwim=true, cantWalk=true). Item / mobile collision phases are omitted (they're
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/// the dynamic-obstacle pass's job). Diagonal corner-cut is NOT applied here; callers
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/// must AND the partner-cell results at query time.
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/// </remarks>
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public static class StepProbe
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{
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private const int PersonHeight = 16;
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private const int StepHeight = 2;
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public readonly struct ComputedStratum(sbyte zCenter, StepMask mask)
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{
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public readonly sbyte ZCenter = zCenter;
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public readonly StepMask Mask = mask;
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}
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/// <summary>
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/// Tier 4 strata builder: enumerates the distinct walkable standing-Zs at (x, y)
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/// — one per land surface plus one per walkable static — and runs
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/// <see cref="ComputeMaskAt"/> at each, producing a per-stratum walkability snapshot.
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/// Returns null when the cell has 0 or 1 strata (single-Z; the caller should use
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/// the chunk's main mask).
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/// </summary>
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public static ComputedStratum[] ComputeStrataAt(Map map, int x, int y)
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{
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if (map == null || map == Map.Internal)
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{
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return null;
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}
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if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return null;
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}
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// Collect candidate Zs. 16 slots is generous — multi-Z cells in practice rarely
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// exceed 3-4 surfaces (bridge over land, paver-over-ground, multi-floor stairs).
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Span<int> zs = stackalloc int[16];
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var count = 0;
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var landTile = map.Tiles.GetLandTile(x, y);
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var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
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{
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map.GetAverageZ(x, y, out _, out var landCenter, out _);
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zs[count++] = landCenter;
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}
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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if (count >= zs.Length)
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{
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break;
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}
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (!data.Surface || data.Impassable)
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{
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continue;
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}
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zs[count++] = tile.Z + data.CalcHeight;
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}
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if (count <= 1)
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{
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return null;
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}
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// Sort and merge near-equal Zs. Two Zs separated by less than 2*StepHeight collapse
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// into a single stratum — the slow path's tolerance treats them as the same surface.
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zs[..count].Sort();
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Span<int> distinct = stackalloc int[16];
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var distinctCount = 0;
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for (var i = 0; i < count; i++)
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{
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if (distinctCount == 0 || zs[i] - distinct[distinctCount - 1] > 2 * StepHeight)
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{
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distinct[distinctCount++] = zs[i];
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}
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}
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if (distinctCount <= 1)
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{
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return null;
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}
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var strata = new ComputedStratum[distinctCount];
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for (var i = 0; i < distinctCount; i++)
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{
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var z = (sbyte)Math.Clamp(distinct[i], sbyte.MinValue, sbyte.MaxValue);
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strata[i] = new ComputedStratum(z, ComputeMaskAt(map, x, y, z));
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}
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return strata;
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}
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/// <summary>
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/// Writes the distinct surface Zs at (x, y) that a default walker (PersonHeight envelope)
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/// can actually STAND on — each candidate surface (walkable land center + every walkable
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/// static top) that has PersonHeight of vertical clearance free of impassable statics —
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/// into <paramref name="zs"/>, ascending, and returns the count.
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///
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/// This is the clearance-aware counterpart to <see cref="ComputeStrataAt"/>'s candidate
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/// gather: it drops surfaces a creature cannot occupy (land under a sewer walkway, ground
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/// under a low bridge), so the result is exactly the set of standing Zs the slow path can
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/// resolve to. Two standable surfaces are inherently >= PersonHeight apart (an upper
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/// surface within PersonHeight of a lower one removes the lower one's clearance), so a
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/// single ascending pass with an exact-duplicate skip is sufficient.
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///
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/// Used by the baker to capture walkable static-over-land surfaces (sewer/dungeon
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/// walkways, bridges, raised foundations, upper building floors) that the land-anchored
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/// main mask would otherwise miss.
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/// </summary>
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public static int ComputeStandableSurfaceZs(Map map, int x, int y, Span<sbyte> zs)
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{
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if (map == null || map == Map.Internal)
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{
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return 0;
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}
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if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return 0;
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}
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Span<int> cand = stackalloc int[16];
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var count = 0;
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var landTile = map.Tiles.GetLandTile(x, y);
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var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
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{
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map.GetAverageZ(x, y, out _, out var landCenter, out _);
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cand[count++] = landCenter;
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}
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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if (count >= cand.Length)
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{
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break;
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}
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (!data.Surface || data.Impassable)
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{
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continue;
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}
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cand[count++] = tile.Z + data.CalcHeight;
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}
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if (count == 0)
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{
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return 0;
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}
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cand[..count].Sort();
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var n = 0;
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for (var i = 0; i < count && n < zs.Length; i++)
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{
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var cz = (sbyte)Math.Clamp(cand[i], sbyte.MinValue + 1, sbyte.MaxValue);
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if (n > 0 && zs[n - 1] == cz)
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{
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continue;
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}
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// Standable iff the creature's PersonHeight body envelope above this surface is
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// free of impassable statics. The surface itself never blocks (its top == cz,
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// which is the envelope floor, not inside it).
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if (StaticsBlockAt(map, x, y, cz, cz + PersonHeight))
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{
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continue;
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}
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zs[n++] = cz;
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}
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return n;
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}
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public static StepMask ComputeMaskAt(Map map, int x, int y, sbyte sourceZ) =>
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ComputeMaskCore(map, x, y, sourceZ, includeMultis: false);
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/// <summary>
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/// Multi-aware counterpart to <see cref="ComputeMaskAt"/>: synthesizes the full 8-direction
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/// walkability mask for a cell covered by (or adjacent to) a multi, folding house/boat component
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/// tiles into the surface/step logic via GetStaticAndMultiTiles. Replaces the slow path's 8x
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/// per-cell CheckMovement for Fallthrough_Multi cells. Item/mobile collision is still handled by
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/// the caller's dynamic-obstacle pass.
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/// </summary>
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public static StepMask ComputeMultiMaskAt(Map map, int x, int y, sbyte sourceZ) =>
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ComputeMaskCore(map, x, y, sourceZ, includeMultis: true);
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/// <summary>
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/// Shared per-cell 8-direction mask builder. With includeMultis=false this reproduces the
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/// static-only bake (land + statics.mul). With includeMultis=true it also folds in multi
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/// (house/boat) component tiles via GetStaticAndMultiTiles — the multi-aware synthesizer used
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/// for Fallthrough_Multi cells. Item/mobile collision phases are still omitted (the dynamic pass
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/// owns them).
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/// </summary>
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private static StepMask ComputeMaskCore(Map map, int x, int y, sbyte sourceZ, bool includeMultis)
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{
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if (map == null || map == Map.Internal)
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{
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return default;
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}
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var srcTiles = includeMultis ? map.Tiles.GetStaticAndMultiTiles(x, y) : map.Tiles.GetStaticTiles(x, y);
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GetStaticStartZ(map, x, y, sourceZ, srcTiles, canSwim: false, cantWalk: false,
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out var walkStartZ, out var walkStartTop, out _);
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GetStaticStartZ(map, x, y, sourceZ, srcTiles, canSwim: true, cantWalk: true,
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out var swimStartZ, out var swimStartTop, out _);
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byte walkMask = 0;
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byte wetMask = 0;
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Span<sbyte> walkZs = stackalloc sbyte[8];
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Span<sbyte> swimZs = stackalloc sbyte[8];
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// stackalloc is NOT zero-initialized — unwritten slots hold whatever was on the
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// stack. Clear before use; the loop only writes slots where the step succeeds.
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walkZs.Clear();
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swimZs.Clear();
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for (var d = 0; d < 8; d++)
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{
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var dx = x;
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var dy = y;
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CalcMoves.Offset((Direction)d, ref dx, ref dy);
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var dTiles = includeMultis ? map.Tiles.GetStaticAndMultiTiles(dx, dy) : map.Tiles.GetStaticTiles(dx, dy);
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if (CheckStaticStep(map, dx, dy, dTiles, walkStartZ, walkStartTop,
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canSwim: false, cantWalk: false, out var walkZ))
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{
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walkMask |= (byte)(1 << d);
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walkZs[d] = (sbyte)walkZ;
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}
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if (CheckStaticStep(map, dx, dy, dTiles, swimStartZ, swimStartTop,
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canSwim: true, cantWalk: true, out var swimZ))
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{
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wetMask |= (byte)(1 << d);
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swimZs[d] = (sbyte)swimZ;
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}
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}
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return new StepMask(
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walkMask, wetMask,
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walkZs[0], walkZs[1], walkZs[2], walkZs[3],
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walkZs[4], walkZs[5], walkZs[6], walkZs[7],
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swimZs[0], swimZs[1], swimZs[2], swimZs[3],
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swimZs[4], swimZs[5], swimZs[6], swimZs[7]
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);
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}
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/// <summary>
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/// Returns the slow path's standing-Z for a default walker at (x, y). Mirrors
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/// MovementImpl.Check's surface-selection — paver Z+1 for paver-over-ground,
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/// landCenter for bare land. Used by <see cref="StepCache"/> to bake SourceZ so
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/// A*'s tracked-per-cell Z matches the cache's bake-time assumption.
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/// </summary>
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public static int ComputeStandingZ(Map map, int x, int y, int locZ)
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{
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GetStaticStartZ(map, x, y, locZ, map.Tiles.GetStaticTiles(x, y), canSwim: false, cantWalk: false, out _, out _, out var zCenter);
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return zCenter;
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}
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/// <summary>
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/// Returns the water-surface standing Z at (x, y) — the Z a swim-only mob would stand
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/// at on this cell — or <see cref="int.MinValue"/> if no water surface exists. Used
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/// by <see cref="StepCache"/> to detect shore cells (cells with both walk and swim
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/// surfaces separated by > StepHeight) and bake their swim layer at swim-perspective Z.
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/// </summary>
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public static int ComputeSwimStandingZ(Map map, int x, int y)
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{
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if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return int.MinValue;
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}
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// Land tile flagged Wet — its center Z is the swim surface.
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var landTile = map.Tiles.GetLandTile(x, y);
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var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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if (!landTile.Ignored && (landFlags & TileFlag.Wet) != 0)
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{
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map.GetAverageZ(x, y, out _, out var landCenter, out _);
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return landCenter;
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}
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// Otherwise scan statics for a wet surface.
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (data.Wet)
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{
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return tile.Z + data.CalcHeight;
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}
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}
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return int.MinValue;
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}
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/// <summary>
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/// Mirrors GetStartZ from MovementImpl, parameterized by canSwim / cantWalk.
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/// </summary>
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private static void GetStaticStartZ(
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Map map, int x, int y, int locZ, Map.StaticTileEnumerable tiles,
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bool canSwim, bool cantWalk, out int zLow, out int zTop, out int zCenter
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)
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{
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var landTile = map.Tiles.GetLandTile(x, y);
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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// Mirrors MovementImpl: impassable + swim on water is OK; otherwise block on
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// cantWalk or impassable.
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var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out var landTop);
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var considerLand = !landTile.Ignored;
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zCenter = zLow = zTop = 0;
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var isSet = false;
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if (considerLand && !landBlocks && locZ >= landCenter)
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{
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zLow = landZ;
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zCenter = landCenter;
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zTop = landTop;
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isSet = true;
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}
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foreach (var tile in tiles)
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{
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var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var calcTop = tile.Z + id.CalcHeight;
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if (isSet && calcTop < zCenter || locZ < calcTop || !id.Surface && !(canSwim && id.Wet))
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{
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continue;
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}
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zLow = tile.Z;
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zCenter = calcTop;
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var top = tile.Z + id.Height;
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if (!isSet || top > zTop)
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{
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zTop = top;
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}
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isSet = true;
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}
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if (!isSet)
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{
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zLow = zTop = locZ;
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}
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else if (locZ > zTop)
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{
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zTop = locZ;
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}
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}
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/// <summary>
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/// Mirrors MovementImpl.Check for static tiles only, parameterized by canSwim / cantWalk.
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/// Items and mobile collision phases are omitted.
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/// </summary>
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private static bool CheckStaticStep(
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Map map, int x, int y, Map.StaticTileEnumerable tiles, int startZ, int startTop,
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bool canSwim, bool cantWalk, out int newZ
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)
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{
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newZ = 0;
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if (x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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return false;
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}
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var landTile = map.Tiles.GetLandTile(x, y);
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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var landBlocks = (cantWalk || impassable) && !(impassable && canSwim && (flags & TileFlag.Wet) != 0);
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var considerLand = !landTile.Ignored;
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
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var moveIsOk = false;
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var stepTop = startTop + StepHeight;
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var checkTop = startZ + PersonHeight;
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int testTop;
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foreach (var tile in tiles)
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{
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var itemData = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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var notWater = !itemData.Wet;
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// Mirrors MovementImpl: skip if not a passable surface AND not swimmable water,
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// OR if the mobile can't walk and this isn't water.
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if ((!itemData.Surface || itemData.Impassable) && (!canSwim || notWater)
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|| cantWalk && notWater)
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{
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continue;
|
|
}
|
|
|
|
var itemZ = tile.Z;
|
|
var itemTop = itemZ;
|
|
var ourZ = itemZ + itemData.CalcHeight;
|
|
testTop = checkTop;
|
|
|
|
if (moveIsOk)
|
|
{
|
|
var cmp = Math.Abs(ourZ - startZ) - Math.Abs(newZ - startZ);
|
|
|
|
if (cmp > 0 || cmp == 0 && ourZ > newZ)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (ourZ + PersonHeight > testTop)
|
|
{
|
|
testTop = ourZ + PersonHeight;
|
|
}
|
|
|
|
if (!itemData.Bridge)
|
|
{
|
|
itemTop += itemData.Height;
|
|
}
|
|
|
|
if (stepTop < itemTop)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var landCheck = itemZ + Math.Min(itemData.Height, StepHeight);
|
|
|
|
if (considerLand && landCheck < landCenter && landCenter > ourZ && testTop > landZ)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (StaticsBlockAt(map, x, y, ourZ, testTop))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
newZ = ourZ;
|
|
moveIsOk = true;
|
|
}
|
|
|
|
if (!considerLand || landBlocks || stepTop < landZ)
|
|
{
|
|
return moveIsOk;
|
|
}
|
|
|
|
testTop = checkTop;
|
|
|
|
if (landCenter + PersonHeight > testTop)
|
|
{
|
|
testTop = landCenter + PersonHeight;
|
|
}
|
|
|
|
var shouldCheck = true;
|
|
|
|
if (moveIsOk)
|
|
{
|
|
var cmp = Math.Abs(landCenter - startZ) - Math.Abs(newZ - startZ);
|
|
|
|
if (cmp > 0 || cmp == 0 && landCenter > newZ)
|
|
{
|
|
shouldCheck = false;
|
|
}
|
|
}
|
|
|
|
if (shouldCheck && !StaticsBlockAt(map, x, y, landCenter, testTop))
|
|
{
|
|
newZ = landCenter;
|
|
moveIsOk = true;
|
|
}
|
|
|
|
return moveIsOk;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Mirrors the static-tile portion of IsOk: returns true if any static tile at (x,y)
|
|
/// has ImpassableSurface and overlaps the vertical range (ourZ, testTop).
|
|
/// </summary>
|
|
private static bool StaticsBlockAt(Map map, int x, int y, int ourZ, int testTop)
|
|
{
|
|
foreach (var check in map.Tiles.GetStaticAndMultiTiles(x, y))
|
|
{
|
|
var itemData = TileData.ItemTable[check.ID & TileData.MaxItemValue];
|
|
|
|
if (itemData.ImpassableSurface)
|
|
{
|
|
var checkZ = check.Z;
|
|
var checkTop = checkZ + itemData.CalcHeight;
|
|
|
|
if (checkTop > ourZ && testTop > checkZ)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|